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Quote:You can set the DPS very high to simulate burst damage, and you will witness that Defence outperforms Regen very quickly.Any defense analysis that doesn't consider debuffs is flawed by design.
Any regeneration analysis that doesn't consider burst damage and downtime is flawed by design.
On another note, you're making a thread to argue "initial defense doesn't matter" and your attempt at a proof is a spreadsheet where the initial defense is always equal to 0?... Boy, that sure convinces me.
There are two sets of formulas in the spreadsheet. The first has the defence set to 0% and compares it to 0 + x%. The second puts the defence at soft cap and compares it to 45-x%. This allows you to compare the most extreme examples typically faced. That is: when you add defence to nothing, or when you add defence and get to exactly the soft cap.
If you have any further questions please feel free to ask, but what you have asked is already considered in the spreadsheet. Take time to read it carefully please. -
I've updated it so anyone can view it... please don't mess with the formula else I'll have to reupload
Much appreciated for the link, that's very very handy je_saist! -
Quote:Thank you I didn't know about that!um, two quick questions:
A: why didn't you use ISO/IEC 26300 / Open Document to store the spreadsheet?
B: could you please choose a different host. Places like Google Docs will let you upload documents like this without having to run the risk of introducing spyware or other malicious software packages to your downloaders.
I have updated the original post. -
Scrapper is definitely the way to go for Fire/ or Elec/ because of the highest base damage and greater benefit that multipliers have on that.
All three of those are great combinations. I'm particularly fond of SS/anything -
I felt this deserved its own thread. The other had far too many points raised for this singular issue to be tackled and dealt with once and for all. Please keep this subject on topic as much as possible, though I know it's remarkably easy to stray on an internet forum and end off in the woods somewhere.
I typically only bother writing very short posts because the point is easily lost in an essay. Inevitably our audience is internet forum goers and so the attention span is naturally short. I know mine is. However given the amount of back and forth, and incorrect information, I have decided I simply must put a considerable amount more effort into this to finally 'close the case'.
The Myth
That when defence is added to a character, it is more valuable to a character near the soft cap than to a character who is at 0%.
The Origins of the Myth
In short, some bad maths, some troublesome semantics, and some analytical tools used that cause numerous amounts of confusion, which unfortunately have been repeated until it has become a 'truth' of the forum.
The origins arise from the fact that increasing defence gives exponential rises to survivability. This is not a point of contention. The problem lies in the semantics and then the further interpretation into other fields. The original thread which brought this to a head was one which compared an option of having either more regeneration or more defence.
What arose was the argument that the answer would be different depending on the initial defence. This comes from the Myth that it is more useful at or near the cap than at 0%.
What I will provide is a spreadsheet that categorically dispels this myth.
Some final disclaimers before I begin. More defence is always better, up to the cap. Defence provides an exponential boost to survivability. However, this is not some kind of inherent property of defence, but rather an inherent property of mitigation - the protection provided. All kinds of additional mitigation provides exponential benefits to survivability.
How do you compare choices?
The answer is simple: by the mitigation it provides.
An option that provides greater mitigation is the one that is to be chosen.
Why this can be muddled is that different forms of mitigation are applied in different ways.
Defence & Resistance, for instance, are dynamic, and their value is dependent on the damage you will face.
Regeneration is static, a constant amount of effective mitigation regardless of incoming damage.
For the mathematically inclined, it is of interest to note that having a high Resistance actually devalues adding additional Defence, because it inherently decreases the incoming damage by which Defence determines its value.
The Evidence
Here is the spreadsheet.
https://spreadsheets.google.com/ccc?...zUVFnQ3c&hl=en
First of all take some time to examine what is actually written. Realise that it does not consider some extremely difficult to quantify situations such as potential debuffs to your stats, or your ability to actively mitigate damage via kiting, active crowd control, or jousting. It boils the situation down to a few key variables. Hopefully you choose to play with these variable to gather a better understanding of their interactions. By doing so you will reach a number of simple conclusions.
The only initial variable important is your initial resistance. Not your initial health, defence, or regeneration rate, contrary to how you might initially think.
The other important variables are by how much you wish to increase defence and regeneration. These two are the options you have.
The spreadsheet is initially set up with some generic numbers already in. Once again, to appreciate what I have done, please do spend some time to play with these numbers, else you will not understand the significance.
I have completed the spreadsheet quite quickly; it's possible there are errors. Please bring these to my attention and I will correct any. I believe the maths is sound but typos are almost my middle name
One final important point to note when playing with the spreadsheet: The indifference point. The point of indifference is an economic term for when two options are equal in utility to you. In simple terms, it's when you don't care, or are indifferent, to the options. When you change the fundamental terms that decide the model, the indifference point is calculated automatically.
This allows you to test the spreadsheet. By increasing DPS above the point of indifference, you will discover that defence provides better survivability. By lowering DPS beloow the point of indifference, you will find regeneration provides better survivability.
The indifference point is the solution to a question that asks which is better: regeneration or defence.
Please do spend some time playing with the model first before replying. It is much easier to see with your own eyes that the initial defence does not change the decision than it is to explain with long winded mathematics and counter-points that are tangents to the issue.
Thank you and good luck.
-special thanks to je_saist for getting me the google docs link so anyone can open and browse it easily. -
The answer is likely to change depending on how much you invest into it. I'd say Willpower probably is more survivable just "off the bat" but they are very similar with the same kind of IO investment.
Willpower has an advantage very noticeably against Psychic damage that Invulnerability really doesn't have answers for. It has a heal but there's not much else going for it.
Invulnerability has a stronger taunt aura. If you are going to play Willpower and want to hold aggro, you'll need Taunt and you'll need a good few AOE attacks. With those you should be okay.
Willpower used to start off much easier with Quick Recovery, but now everyone has Stamina at level 2 this doesn't count for as much any more.
Both I would say are great powersets and are fantastic choices. -
Quote:The problem is that his curve in no way allows him to answer the original question.hmm cant figure out how to upload images.
ironic considering the function of:
Damage/defense .... Looks exactly like Werner's survivability curve
While Arcana's defense plot is linear. Which is actually the direct mitigation line.
So the answer given earlier for 402/0.16 = 2512.5 DPM
Is actually a survivability number and comes off a deeply curved line. And apparently .. fits Werner's observed trend.
So .. Bunny and Werner's math is actually pretty much describing the same thing. -
Quote:This is why you have in your signature that your maths sucks.And this is what I think is so amusing. In terms of what you can actually SURVIVE in the game with that mitigation, based on the original table #2:
0-25%: +1 boss
In a fundamental and obvious sense, going from 40-45% is five times better. In fact, in a fundamental and obvious sense, going from 40-45% protects you from five times as much damage - the damage output of five bosses instead of one. The exact opposite of what you are saying.
40-45%: +5 bosses
Now, I WILL argue against such a simplistic conclusion. It may be fundamental and obvious, but it could be considered a bit misleading. I think it's best to instead view survivability increases in percentage terms, and both of these are double the survivability, or +100%. But I wouldn't go so far as to say that the more extreme view, that surviving 5 bosses is fundamentally and obviously five times better than surviving 1 boss, is actually wrong.
But to conclude the exact opposite, that mitigation is all that really matters, and therefore surviving one more boss is five times BETTER than surviving five more bosses? The mind boggles. -
Quote:No, you can't.Indeed, which is why it's so valuable to actually establish the value of this variable in an objective way. You can then replace it with other variables which can simply be looked up.
Your survivability assumes you are only interested in determining the answer at which you are invincible.
That is not a useful method because the vast majority of times you are not. It also has potential to give you the wrong answer once you are in danger of dying (ie: defence will at some stage pull ahead every time).
You should use a method that determines which protects you from more damage, and that is dependant on how much damage you are facing.
The answer lies in finding when defence pulls ahead of regen. -
Quote:Correction noted, I have read 'survivability' too many times in this thread and it snuck in.No, the second is not 5x better at saving your life. For either change to be able to save your life, you MUST be approaching the immortality line of damage. For the first person, that number is MUCH higher than for the second person. Smaller percentage of a higher number. Works out the same.
It is 5x better because it protects you from 5x as much damage.
If you compare 5% defence to 25% defence to a static regeneration rate, you will get different results, because 5% & 25% mitigate different amounts. -
Quote:Damage is a variable because defence depends on the incoming damage to determine it's value.Of course the answer depends on the damage faced, but that doesn't mean that damage must be a variable in the calculation, a very significant point.
Your method gets as far as showing that the answer is dependent on the damage faced. So far so good. From there, the standard survivability model moves on to step two, providing a way to objectively determine that damage value from more fundamental quantities, and thus to actually SOLVE the original problem instead of just saying "it depends on the damage" or plucking a damage figure out of thin air.
This summarises why you are still unable to answer.
The way you write that also shows you have appalling maths. -
Quote:The problem is that your survivability analysis is sometimes going to say Regen is better.Except that I have. I answered it using a survivability analysis four posts up from the post with the graph, and this being the second time that I've mentioned it. In fact, you've already quoted the more recent post where I said where to find that post.
You'll be certain that my answer is wrong, or flawed because I made up variable values (as you must with DPS, though at least mine are easily gathered from Mids'), but you might want to at least stop repeating that I haven't provided an answer at all. Or not. Say whatever you want.
However there will be a point where you are taking sufficient damage that your defence will become better and you will live longer with the defence. Your explanation gives no heed to this and hence is useless. -
Here's another example of why "100% survival" is not good information on which to make a decision.
You can go from 40->45% defence, and gain 100% survival.
You can go from 0-25% defence, and gain 100% survival.
The problem is that the first example will save your life 5 times in 100. The second will save your life 25 times in 100. The second is 5x better at saving your life. But they both are attributed this useless metric of "100% survival improvement". -
Quote:If you ever could draw your graphs, good luck with that, you'll still find that it is dependant on the damage you face. But because you can't do maths (as shown this whole thread), you still haven't found this conclusion.Strange, many of us use this exceptionally difficult metric all the time. Maybe it's easy for me because I can't do maths. No need to draw graphs. Just do a couple quick survivability calculations regarding the two options, one with the regen, one with the defense. Yes, doing this well this requires some numbers that Mids' will give you. Making the right decision based purely on mitigation requires you make a very good guess for what damage output the build will be facing. Either way you need additional variables, but mine are easily supplied. Yours is not, or at least not accurately. It is of course easy to just make one up, "I'll be facing 100 DPS!" Good luck guessing accurately on that one, though.
The reason is simple. More damage = defence is better. There's a point of intersection where they (regen & defence) are equal.
Again, no solution, but I provided one. That's why your method is awful. -
To say that you have increasing survivability when defence goes up says nothing about whether it's better than defence. I have total agreement that this is the case. My point is that it is an exceptionally difficult metric to use.
Why is that so?
Because to decide, which is the point of this thread, between two choices, you're now going to have to graph regeneration on the same graph. Now other than it being rife with all kinds of experimental errors it also takes an eternity. Oh, and then you're STILL not able to solve the question without adding in your own numbers.
Or you could just determine which mitigates more and do that. -
That's not a concession, that just shows you don't get it. My entire point is that you compare mitigation, not survivability,and that survivability is an extremely poor metric because now drawing "6.7 hp/s" on a survivability curve is, as above, a nightmare.
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Quote:Until you graph 6.7 hp/s regen on a survivability curve you have answered nothing.Oh, I've stopped trying to convince you of anything. That wasn't the point at all. I've realized that you can read the post and say with a straight face, "No, surviving a lieutenant is just as good as surviving two bosses, two lieutenants and one minion." I've realize that you can look at that graph with its obvious curve and say with a straight face, "No, a straight line is the best model of what defense is doing for us here." I cannot pretend to understand what's going on in your brain that lets you do so, but it no longer surprises me.
No, it's for other people. People who are interested in survivability in terms of what you can actually survive in the game. The post lets those people know, if they were doubtful, that the standard model of survivability DOES correspond very closely to what you observe in the game.
This standard model then allows us to answer many questions, such as the OPs question about whether defense or regen is better. Better here is expressed in terms of what the new build options will allow you to survive. The build that can survive the more dangerous group is the better build. These survivability calculations were done four posts above the one you focused on.
But that post won't show you anything either, as it is trivial to demonstrate that it's the wrong answer in cases where the incoming damage is far lower than would actually challenge the build, cases where it's pointless to worry about such questions. It's trivial to point out that my calculation has many more variables than yours, and that I merely guessed at some of those variables since I haven't seen all hell's actual build options. I'm sure you think that somehow proves it's wrong. That's fine. I just expect everyone else to see through your confusion by this point, and thought they might want a little more information.
The problem is that a survivability curve is pointless in deciding. You'd need to draw another survivability curve for the regen and then compare the two. That is going to be an absolute nightmare.
You should be comparing what they mitigate and choose the one that is highest. Failure to do anything else is a failure of maths. -
Quote:No.thinking on it - it is going to be a curve not a straight line.
Look at the soft cap
If we say only 50% of the original damage gets through due to minion accuracy
And then we claim that 45% of THAT damage gets mitigated by defense-
The the softcap wouldn't mitigate 95% of all damage. it would only mitigate
(using 1000 to save me algebra)
1000 damage /2 = 500 damage * 45% = 225 damage
225 out of 1000 is only 77.5% of the damage.
Anyone who had played at the softcap knows you aren't getting hit 22% of the time.
You mitigate 45% of the ORIGINAL damage.
Simply put: 100 incoming, 45% defence.
50dps misses because of 50% miss chance.
45dps is mitigated because of 45% defence.
Damage received: 5dps.
Now you see that 45% defence mitigates 45% of the initial damage. It is a linear relationship for mitigation.
Don't be tricked by his graph. He is not graphing mitigation, he is graphing survivability. -
Quote:Apparently he doesn't read the fundamental point of the thread so I don't know how else to highlight the fact that he hasn't compared anything to regen yet.The larger the font, the more correct you must be. One thing that could make you more right would be if you used all caps.
If you have a way to get it through to him that I don't care that survivability increases with defence and that he has to make a choice between regen & defence, let me know. -
Werner has already admitted my method is correct. Compare what each mitigates, pick the one that mitigates the most.
Quote:The problem is that his method requires additional information - information not included in this thread. Hence why he has to test using his own character. He has to add more numbers in any attempt to solve the situation. He cannot actually answer this without using more info (ie: his own characters information).Well, let's say you're at 50% resistance, with 100 DPS being put out by the enemy:
With no defense you are taking 25 DPS.
With 16% defense you are taking 17 DPS.
You've mitigated 8 DPS instead of 16 DPS, so only 8% of the enemy damage output. So if you have 50% resistance, if 8% of enemy damage output > the regen amount, you should take the defense.
Quote:cares about the percentage increase in the number of bosses you can survive
0% defense = 1.00 bosses = NA
5% defense = 1.11 bosses = +11.1% more bosses
10% defense = 1.25 bosses = +12.5% more bosses
15% defense = 1.43 bosses = +14.9% more bosses
20% defense = 1.67 bosses = +16.7% more bosses
25% defense = 2.00 bosses = +20.0% more bosses
30% defense = 2.50 bosses = +25.0% more bosses
35% defense = 3.33 bosses = +33.3% more bosses
40% defense = 5.00 bosses = +50.0% more bosses
45% defense = 10.00 bosses = +100.0% more bosses -
You can't tell the OP which is better. Instead you ran a useless test that examined only your own survivability vs defence. Not only did your test in any way do anything to do with the numbers provided, they used your own. All they did was test your defence.
You have done absolutely no calculation to determine if the regen was better than the defence. -
Quote:Except that you cannot answer the question posed by the thread, and I can.Well then, just some last thoughts before you take your final ad hominem shot, and then we can part.
Our standard model measures survivability in terms of what a build can survive. Although you've continually screamed that we're s***house at maths, and that we're liars, you haven't even attempted to show that this model does NOT accurately measure what a build can survive. Instead, you just keep doing your own maths, as if proving your maths true somehow proves our maths false. Sorry, but that's not the case. Your maths are like step one - understanding mitigation. Our standard model is like step two - understanding how mitigation relates to survivability, to what a build can survive. And what a build can actually survive is the much more interesting and relevant question.
Hopefully most people can follow the argument and move from step one to step two, even if you obviously cannot. Hopefully most people understand that what matters when discussing survivability is what a build can survive.
I'd be happy to do some in-game testing to demonstrate the survivability numbers in tables #2 and #3. Well, not happy, because it's a huge waste of time, but willing. But since you already believe we're liars, I'm sure it wouldn't do any good.
Because I can describe mitigation, you convert it into a useless statistic unfit for comparison.
That's why you cannot answer which is better. -
Quote:Precisely.Taking this a bit further -
for any given level of defense ...
and any given level of regeneration ...
There will be a incoming damage intersection point. Below which the regeneration will always mitigate more damage, above which the defense will always mitigate more.
So there is a point where 402 hp/m will exceed even the defense soft cap for mitigation. (893.3 Incoming DPM actually). -
So you're wondering why you are taking an eternity to defeat a Rikti Boss with only using Air Superiority, just one attack, and you have 1 damage enhancement in it.